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Everything posted by Noqn
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You want to extract the folder ('Blessings Stuff') contained in the .zip archive to your override directory. (This is where you place all of your mod folders.) Since you have the game on Steam this should be ...\steamapps\common\Pillars of Eternity II Deadfire\PillarsOfEternityII_Data\override You might have to create the 'override' folder if it does not already exist in 'PillarsOfEternityII_Data'. The Steam copy of Deadfire sometimes shows false warnings about mod version incompatability, but you can ignore these. Also just to clarify, having mods won't prevent you from getting achievements!
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This is a cool idea tbh, would probably have made grimoire selection + ability selection more interesting, though I guess something would have to be done with grimoire switching mid-combat. And no, you've not misunderstood grimores, it's as you describe that each cast take one resource from that level, regardless of which spell was cast.
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I was thinking kinda like how the Burned Book of Law does it: "InspectOnUseButton": [ { "DisplayConditional": { "Operator": 0, "Components": [] }, "DisplayString": 5249, "Script": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [ { "Data": { "FullName": "Void StartConversation(Guid, Guid, Int32)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "408c88c5-9239-4268-92a9-b5548abec032", "0" ] }, "Conditional": { "Operator": 0, "Components": [] } } ] } } ], Like this the script will run whenever you press the item's talk/interact button, I think you can even rename the button.
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"Scripts" is not a valid parameter (see the ScriptCallData structure) and should be removed. I think I see what you want to do, sadly the "Conditionals" property of the ShipCaptainComponent is a ConditionalExpression, and there's no way to call Scripts from here. Maybe you could run a ScriptHook which checks for IsInCombatEncounter (which conveniently is used exclusively for Ship Duels), and if so set DG_Global_Ship_Sunk to true?
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Cool idea, I had similar thoughts before. Sadly ScriptHooks only trigger when you load a scene or open a new map, though I think it's possible to utilize the InspectOnUseButton property of an ItemComponent to trigger a script. IIRC that's how Modwyr opens conversations. As for Inns, try "6f88c8c2-e6b7-4429-9407-5ae6c011d4fd" - the ID of Port Maje's crew shop which is globally available and should allow you to edit the party.
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I'm in love with this idea! I just did some small experiments with teleporting (and stranding) the player on SSS Island™ right after character creation by inserting scripts into the initial conversation with Eder, I thought that would be cool as well. My head is pretty slow now that my vacation is over though, so I can't promise fast results but as I said I love this idea, I woud definitely like to finalize it.
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Oh I like the idea of adding healing received modifier to Con! StatusEffects annoyingly can't have dynamic values based on Attribute values, only Skill values and a few more stats. Though it would be possible to add a StatusEffect with one child effect for each Con value in the 3-35 range with corresponding healing multipliers and conditionals. The StatusEffect could be assigned to an Ability that's only visible in the character sheet, and that Ability appended to all CharacterProgressionTableGameData(?)
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Triggers
Noqn replied to Svartypops's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
Regarding ParameterHash & FunctionHash, the game ignores these properties during deserialization*, so you can safely write ScriptCallData objects without those lines in your mod files! *Snippet from decompiled ParseScriptCall method: else if (text.Equals("UnrealCall") || text.Equals("FunctionHash") || text.Equals("ParameterHash") || text.Equals("Flags")) { JsonUtilities.DiscardNextBlock(jsonReader); } -
Ops nevermind, I accidentally already included all forms. Mods go into your override folder, which is located here: .../Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override (You might have to create the override folder if it does not already exist.) After extracting the .zip file, it should look like this: .../Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/Orlan Bear Spiritshift Scale Fix
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x3 Size multiplier x1.5 Size multiplier Download: Orlan Bear Spiritshift Scale Fix.zip This increases your size when spritshifted by 50% (see the lower image), should only apply to Orlans. You can change the size multiplier by editing the following line in statuseffects.gamedatabundle: "BaseValue": 1.5, This only fixes the (non-Shifter) bear form, is that ok or would you like all me to include forms?
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Maybe if you retrain him, but probably not since it was added at lv1. But there are no downside to changing the proficiencies for future playthroughs of course If you want to change it just for this playthrough, try this: rekke_pollaxe.zip It will fire a single scripthook which removes the unwanted proficiencies from Rekke and adds Pollaxe instead.
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Looking at the convo file, It seems that you... Must be allied with or have 3 or more Reputation with VTC. Must have 16 Diplomacy (w/ party support). Have restored the adra vein on either Hasongo or Poko Kohara. Ukaizo must not be unlocked ('b_Ukaizo_Unlocked' - I think this is set to true when a faction quest is completed, but I'm not sure). Try opening the Console and enter PrintGlobal b_Ukaizo_Unlocked If it prints 1, that might be the cause.